Deck Doctor #5, Dummy Golem and Teleport Spam

tyler nolanHey readers, this week we’re going to begin by taking a look at Michael Comaduran’s “Dummy Control” deck.

2x Invader of the throne
2x Dummy Golem
3x Gravekeeper's Spy
3x Gravekeeper's guard
2x Tsukuyomi
1x Spirit Reaper
2x Penguin soldier

3x Creature Swap
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
2x enemy controller
1x mind control
1x book of moon
2x mystical space typhoon
2x Pot of duality

3x threatning roar
3x wabaku
3x compulsory
2x starlight road

Dummy GolemWell, the objective here seems pretty straightforward: Steal all their monsters and kill them. Of course, actually achieving this goal isn’t the easiest of things, to accomplish this goal you have to play mediocre cards like Dummy Golem and Invader of the Throne. At a glance, Dummy Golem doesn’t seem like that bad of a card until you look at the rulings, which state if Dummy Golem is attacked, and destroyed in battle, its effect doesn’t activate. Invader of the Throne has a similar clause on the card text, where it doesn’t activate during the battle phase. One of the things I really like about this deck is how perfect it is for abusing Tsukuyomi, and I’d like to emphasize that a little more.

The first cut I’m going to make is the two copies of Invader of the Throne, you’re playing a 2-2 split of Invaders and Dummy Golems, but the Dummy Golems have synergy with both Waboku and Threatening Roar, where Invader only works with Roar. Sure, Dummy lets them pick, but the goal is to limit the number of monsters they have so that they don’t really get a choice.

I’m also cutting the Mind Control and the Enemy Controllers. Mind Control doesn’t really help advance your game plan, if you want to make a rank 4, GK spy does that by itself, and Mind Control is going to just be a redundant card a good portion of the time. Enemy Controller is getting the Axe for a similar reason, you don’t have anything to gain by sacrificing one of your guys to steal one of theirs, and there are better ways to stop an attack.

starlight roadI don’t think Starlight Road is really where your deck wants to be. All of your traps are chainable, and while Torrential Tribute is annoying, I’d rather just have another card than run something just to counter Torrential.

The cuts in summary:
-2 Invader of the Throne
-1 Mind Control
-2 Enemy Controller
-2 Starlight Road

Now, of course we’re going to add in the 3rd Dummy Golem. I’m also going to add a 2nd Spirit Reaper as well, with all of the bounce you have in the deck, being able to rip cards out of their hand can be very valuable. Your monster count was also fairly low at 15, so I’m going to bump it up to 17 to add two copies of one of my favorite cards: Dekoichi the Battlechanted Locomotive. Dekoichi is another great card to abuse with Tsukuyomi, and it also helps dig you towards your other combo pieces.

Memory of an Adversary seems like a card that this deck would enjoy. It fits in with the theme of stealing monsters, and with all of the stall the deck plays, you definitely can afford the life. I honestly think this card is really underrated right now. I’m going to add the full set in. The card functions as a sort of super-dprison when you don’t care about life.

Additions in summary:
+3 Memory of an Adversary
+1 Dummy Golem
+1 Spirit Reaper
+2 Dekoichi the Battlechanted Locomotive

macro cosmosLastly though, you mentioned you didn’t know what you wanted to side deck. You definitely want some kind of graveyard hoser, be it Macro, Dfissure, or Soul Drain (or a combination of the three) it’s really up to you. The Fire Fist deck looks like it would give you problems. Overworked is an interesting card for that deck, as it’s a chainable way to wrath all of their guys. I’m not sure how often the downside of not having a use when they don’t have a spell comes up, but I’d think that if they don’t have a spell you’re not too worried about their guys.

Aside from those though, with the metagame as undefined as it is right now, it’s difficult to specify exactly what you should sidedeck without knowing what people play in your local metagame, as it differs everywhere. For example, at my local, an absurd number of people play Six Samurai, so not only have I adjusted my sidedeck appropriately, but I’ll play decks there that I’d never even consider running at a regional or YCS, just because I have an incredible matchup against a field of Samurai.

As a quick, but important aside, last format I was cutting MSTs from decks like this, which aren’t really attempting to do powerful things all in one turn, but instead attempting to gradually grind the opponent out. However, with both Fire Fists, Wind-ups, and Water being top tier decks, MST is actually extremely important as a reactive card, rather than a proactive card now. Being able to counter opposing Tenkis, Factories, and Abyss-spheres is absolutely huge. All of those cards are extremely important to their respective decks, and mst is the most efficient way to deal with them.

Next, we’re going to take a look at Ilagh Lemak’s “Random Teleportation Stuff”

1x Cyber Dragon
1x Dark Armed Dragon
1x Effect Veiler
2x Garbage Lord
1x Garbage Ogre
1x Gorz The Emissary of Darkness
1x Krebons
3x Psychic Commander
2x Solar Wind Jammer
2x Thunder King Rai-oh
2x Tour Guide of the Underworld
2x Wind-up Soldier

1x Allure of Darkness
1x Dark Hole
3x Emergency Teleport
1x Heavy Storm
1x Instant Fusion
1x Monster Reborn
2x Mystical Space Typhoon
1x Pot of Avarice

2x Bottomless Trap Hole
2x Compulsory Evacuation Device
1x Dimensional Prison
1x Mind Crush
1x Mirror Force
1x Solemn Judgment
1x Solemn Warning
1x Starlight Road

Extra Deck:
1x Chimeratech Fortress Dragon
1x Dark Balter the Terrible
1x Black Rose Dragon
1x Crimson Blader
1x Dark End Dragon
1x Gaia Knight, The Force of Earth
1x Red Dragon Archfiend
1x Scrap Archfiend
1x Scrap Dragon
1x Stardust Dragon
1x Thought Ruler Archfiend
1x Adreus, Keeper of Armageddon
1x Gagaga Cowboy
1x M-X Saber Invoker
1x Number 30: Acid Golem of Destruction

Emergency TeleportThis is a deck aiming to make a big setup with high level synchros, using Emergency Teleport and Garbage Lord to quickly summon these high power monsters. Then the deck goes into protect-the-setup mode, in which it uses its backrow in order to make its already hard to kill monsters even harder to kill. My goal here is going to keep the deck focused on this goal, and to play the most efficient cards to achieve this goal.

To begin, I’m going to cut the two Wind-up Soldier, you have better uses of your extra deck space than going Tour Guide into Invoker just to summon a Wind-up Soldier. I’m also going to cut the random Effect Veiler. Versus Water, the most value you’re going to get out of Veiler is hoping you get to hit Diva with it, or maybe stop a big eye play, but even there there are just better cards to be playing. Pat Hoban wrote an article last week explaining this in greater detail here:

I’m always weary when I see Gorz and Starlight Road in the same deck, they are often conflicting cards, and I ask, “are both of these really necessary?” Almost every time the answer is “No” and I cut the one the deck doesn’t want. In this case, I don’t think you want Gorz. Your goal is to protect your setups early on, and Gorz doesn’t come down unless you’ve failed your push, and in which case are probably in a losing position regardless, or in the case your early game doesn’t pan out, and your deck doesn’t do what it’s supposed to. I don’t like playing cards that are only useful when the deck doesn’t work, it just makes the deck less fluid overall.

dark armed dragonI’m also going to cut the Dark Armed Dragon. You don’t have many DARK attribute monsters in your deck, and he’s going to wind up dead in your hand often. Similarly, I’m going to get rid of the Allure of Darkness. With so many non-DARK monsters, you really don’t want to run these cards.

Aside from Allure, the spells look fine, so I’ll jump right into the traps. I’d much rather run 2 Mirror Force than 1 Mirror and 1 Dpris right now, so I’m going to cut the Dpris. Playing a lone Mind Crush in the main doesn’t seem all that great either, Mind Crush is a card best in multiples so that you can chain them together to tear your opponent’s hand apart.

The cuts in summary:
-2 Wind-up Soldier
-1 Gorz, Emissary of Darkness
-1 Effect Veiler
-1 Dark Armed Dragon
-1 Allure of Darkness
-1 Dimensional Prison
-1 Mind Crush

InstantFusion-CP07-EN-C-UEI’m going to start by adding one more Instant Fusion, as it is one of the best ways to get fodder onto the field. We’re going to have to adjust the extra deck a little bit after this. I’m also going to add in one copy of Book of Moon, which acts as a quick, multifunctional way of dealing with Abyssgaios, which this deck seems like it would have problems with.

I’m also adding in the 3rd copy of MST. Like I said in the previous list, Typhoon is especially important right now as a way of dealing with all of this aggressive backrow people have been playing. However, it is doubly important in this kind of deck as it also fills the role of clearing the opposing backrow to secure your push.

Into the traps, I’m going to start by adding in the 3rd Compulsory Evacuation Device. Compulsory is one of the best traps in the game right now, every top deck abuses the extra deck. If you start playing the one-for-one game with Mermail xyzs, you’re often going to end up ahead.

Fiendish Chain is another great trap for protecting your setups, which I’m going to add two copies of. You really need to be protected against opposing Big Eyes, and Scrap Dragon being able to blow this up after it’s been used is great.

mirror forceI said earlier I was going to add in Mirror Force to replace the 1-of Dimensional Prison, so I’m also going to do that.

Lastly, I’m adding in a 2nd copy of Starlight Road. Not only have we added a ton of traps, but your deck is fairly weak to Torrential Tribute and Dark Hole as well. Starlight should put in a lot of work for you.

Additions in summary:
+1 Instant Fusion
+1 Book of Moon
+1 Mystical Space Typhoon
+1 Compulsory Evacuation Device
+2 Fiendish Chain
+1 Mirror Force
+1 Starlight Road

Lastly, we need to fix the extra deck up after all those changes. The obvious first cut is the Invoker after cutting the Wind-up monsters. After that though, we can cut Red Dragon Archfiend. There isn’t really any time I can realistically see you needing Red Dragon in order to win the game instead of Scrap Dragon. With how few level 4 monsters are in the deck, I really don’t think Cowboy is necessary, and Scrap Archfiend surely isn’t going to be doing much either since almost any time you’re able to make Scrap Archfiend, you could just as easily make a Scrap Dragon.

So with those 5 cuts, we’re going to add a 2nd level 5 monster for Instant Fusion. I see no reason to make it a 2nd Balter when we could add a Reaper on the Nightmare, just in case we have Reborn, we might as well have the most options available. Next, we’re going to want another Stardust Dragon with the added road. Now we need some Rank 3s to make our Tour Guide better: Zenmaines, Leviair, and Temtempo are the ones I’m going to add. I considered cutting the Acid Golem for Leviathan Dragon, but figured you had probably already considered that, so I kept that the way it was.

If you have a deck you’d like doctored by either Johnny or myself, you can submit your lists here:
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